Attacking weapons, how would it work?

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Attacking weapons, how would it work?

Postby AlAtEx » Sun Jul 02, 2017 11:19 am

I was wondering, if instead of striking at a foe in CC or shooting someone, I attacked their weapon. How would that work?
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Re: Attacking weapons, how would it work?

Postby bann154 » Sun Jul 02, 2017 12:45 pm

Use component damage?
Spoiler: show
Component Damage
When an attacker wants to focus damage on a Creation’s particular weak point, he may single out individual construction elements for Component Damage. This takes a little more accuracy than a General Damage attack - many elements are small enough to incur Attack Penalties for size (5.1: Making Attacks). The advantage is that Component Damage can be used to disable or destroy specific devices and systems, which tend to be less heavily armored than the main Structure.

If Component Damage exceeds the target element's Armor rating, then the element is chopped, smashed, or blasted off of the Creation. The attacker removes either a single building element or a chunk of bricks up to 1” in Size. Where possible, players should try to make the damage appropriate to the attack type – piercing armor plating with an energy blade makes a more precise cut than pounding it with mortar fire.
Explosives are especially satisfying when used for Component Damage, as they can potentially destroy a large number of Components in their blast radius at once.

If a Creation is made up primarily of a single very large element, such as a towering Cthuloid razgrizzly Horror made out of a stuffed teddy bear, it's poor form to try and use Component Damage to destroy the whole thing in one hit. Use General Damage, or choose a specific feature to disable rather than destroying the whole element.

Applications
The precision of a Component Damage attack allows for several possible applications. A tank's armor, a castle wall, and a dragon's ribcage can all be breached to expose the juicy innards to more effective follow-up attacks. Critical devices like steering wheels, helicopter blades, and kneecaps can be targeted and disabled individually.

By targeting narrow connection points (the tail section of a helicopter or the waist of a giant wasp), a successful Component Damage attack can divide one large Creation into two or more smaller ones. The Size Ratings of the new smaller Creations are reduced to reflect their new stature, but each then inherits the full Size Damage of the original Creation, which may mean that one or both are instantly destroyed. Each section may use whichever weapons and devices remain attached to them, but only if they still have the necessary remaining Size rating and controls to activate them (Chapter 8: Weaponry).
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Re: Attacking weapons, how would it work?

Postby AlAtEx » Sun Jul 02, 2017 2:45 pm

bann154 wrote:Use component damage?
Spoiler: show
Component Damage
When an attacker wants to focus damage on a Creation’s particular weak point, he may single out individual construction elements for Component Damage. This takes a little more accuracy than a General Damage attack - many elements are small enough to incur Attack Penalties for size (5.1: Making Attacks). The advantage is that Component Damage can be used to disable or destroy specific devices and systems, which tend to be less heavily armored than the main Structure.

If Component Damage exceeds the target element's Armor rating, then the element is chopped, smashed, or blasted off of the Creation. The attacker removes either a single building element or a chunk of bricks up to 1” in Size. Where possible, players should try to make the damage appropriate to the attack type – piercing armor plating with an energy blade makes a more precise cut than pounding it with mortar fire.
Explosives are especially satisfying when used for Component Damage, as they can potentially destroy a large number of Components in their blast radius at once.

If a Creation is made up primarily of a single very large element, such as a towering Cthuloid razgrizzly Horror made out of a stuffed teddy bear, it's poor form to try and use Component Damage to destroy the whole thing in one hit. Use General Damage, or choose a specific feature to disable rather than destroying the whole element.

Applications
The precision of a Component Damage attack allows for several possible applications. A tank's armor, a castle wall, and a dragon's ribcage can all be breached to expose the juicy innards to more effective follow-up attacks. Critical devices like steering wheels, helicopter blades, and kneecaps can be targeted and disabled individually.

By targeting narrow connection points (the tail section of a helicopter or the waist of a giant wasp), a successful Component Damage attack can divide one large Creation into two or more smaller ones. The Size Ratings of the new smaller Creations are reduced to reflect their new stature, but each then inherits the full Size Damage of the original Creation, which may mean that one or both are instantly destroyed. Each section may use whichever weapons and devices remain attached to them, but only if they still have the necessary remaining Size rating and controls to activate them (Chapter 8: Weaponry).

After reading that a new question popped up. What If it's a minifig? With creations with mounted weapons that would work, but if the weapons are purchased separately like a minifig or giant mech that is holding something in its hands, weapons like that don't share structure levels with the user. What would i do then?
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Re: Attacking weapons, how would it work?

Postby Hiremas Alkerith » Sun Jul 02, 2017 3:02 pm

Uh..... blah blah something something fudge.
That's all I can suggest  :P
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Re: Attacking weapons, how would it work?

Postby TheAtomikpunk » Sun Jul 02, 2017 8:28 pm

Wise man once said, "tl;dr the entire rulebook is fudge."
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Re: Attacking weapons, how would it work?

Postby stubby » Sun Jul 02, 2017 10:26 pm

For attacking weapons, you'd most likely be knocking them out of hands rather than breaking them. You'd target them with the appropriate size penalty (or bonus, for big stuff like a lance or something), and then roll damage against the defender's skill rather than armor, I guess? If the damage is higher, the weapon is knocked away as many inches as the amount the damage roll beat the skill roll by.
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